Sid Meier's Civilization VI

Sid Meier's Civilization VI

Yet (not) Another Maps Pack
Foenix 3 Mar, 2018 @ 9:19am
Minor bug in terra.lua?
Hi Gedemon,
Thanks for your mod!

I think I found a small bug. I had noticed that I was getting a ton of mountains when I was setting world age to old and few mountains when world age was new (inverse of what should happen).

In Terra.lua lines 648-650 it looks like you set world_age_new =3 and world_age_old =1
local world_age_new = 3;
local world_age_normal = 2;
local world_age_old = 1;

Then in lines 666-672 it appears you inverse this? (world_age == 1) then world_age_new...
if (world_age == 1) then
world_age = world_age_new;
elseif (world_age == 2) then
world_age = world_age_normal;
elseif (world_age == 3) then
world_age = world_age_old;
Flipping the values seemed to fix the "too many mountains" issue without messing with the mountain ratio.

if (world_age == 3) then --CHANGED TO 3
world_age = world_age_new;
elseif (world_age == 2) then
world_age = world_age_normal;
elseif (world_age == 1) then --CHANGED TO 1
world_age = world_age_old;

I'm not a programmer, so not sure if this is the right fix or not, but thought I'd share.
thanks!

Last edited by Foenix; 3 Mar, 2018 @ 9:20am
< >
Showing 1-4 of 4 comments
Gedemon  [developer] 4 Mar, 2018 @ 4:37am 
they use the same setting in Continents, Pangea, Fractal and the other vanilla map scripts, where "world_age" is the selected setting (1 = new, 2 = normal, 3 = old) and where world_age_new, world_age_normal and world_age_old is used to set the number of mountains, (higher number means more mountains)
Foenix 4 Mar, 2018 @ 10:45am 
hmmm. that's interesting. I flipped them and it generates a map with fewer mountains?
Gedemon  [developer] 4 Mar, 2018 @ 10:55am 
because I misinterpreted a value later in the code (mountainRato) that need to be high to generate less single mountains.

it has been corrected in the latest update.
Foenix 6 Mar, 2018 @ 6:41pm 
awesome, thank you!
< >
Showing 1-4 of 4 comments
Per page: 1530 50